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Cart #yipagatotu-0 | 2020-05-30 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
5

Unfinished!

Game is turn based. Player controls ships with red/white flag and fights against pirates!

Each ship can do only one turn and one action (fire) per turn.

Ship will move only if it is aligned with wind direction.

Controls:

Select ship with arrow keys

X to fire
Z + Left arrow to turn left
Z + Right arrow to turn right

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2 comments


Cart #game_and_timer_ball-2 | 2020-06-22 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9


The game & watch series is pretty iconic. So this my own take on the first game ball.

Left/Right - Move arms
Z - start Game A
X - start Game B
press and hold z or x - to see your high score.
To play you must stop the balls dropping to the floor. the more score
you gain the faster the balls will drop.

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4 comments


looking for some help on importing sprite sheet. i am using Gimp and Inkscape to create my artwork. I am using RBG number to insure i have correct colors for pico 8. exported sprite sheet and importing 128x128. However, when i import into Pico 8 result is not as expected. first pic is my art in gimp. Second pic is Pico8 after import of that art.

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Cart #newpong-0 | 2020-05-29 | Code ▽ | Embed ▽ | No License

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In 60fps carts, using "." to advance a frame will skip a frame and advance 2 frames instead.

n=0

function _update60()
 n+=1
end

function _draw()
 cls()
 ?n,30,0
end

To reproduce, run the code above, press ESC, and advance with ".".

If you instead put "n+=1" in the _DRAW() function though, it will not skip, essentially behaving like a 60fps cart running at 30fps:

n=0
m=0

function _update60()
 n+=1
end

function _draw()
 m+=1
 cls()
 ?"update: "..n.."\ndraw: "..m,30,0
end
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2 comments


Cart #uxxaki__labirint-0 | 2020-05-29 | Code ▽ | Embed ▽ | No License
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Cart #painting-0 | 2020-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Just wanted to share my %95 complete Pong game in order to get some feedback. The main thing I'd like to change is make the ball run faster after every hit, and add some rudimentary AI for a single player mode.

2 comments


Hi! It would be convenient to have an option in the cart submenu to save a file from BSS to local carts, for systems that are not always connected.

For the carts that only have numerical IDs or generated names, it would be great to have a new RENAME command in the console :)

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21 comments


Little experiment with different ways of painting a canvas moving pixels.

⬆️⬇️ more/less painters
⬅️➡️ next/prev mode
❎ change palette

Cart #pixelpainters-0 | 2020-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

0 comments


Cart #the_state_of_things_0-0 | 2020-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
9


this thing really pushes the CPU, it's a bit laggy on web

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1 comment


So this is probably going to be a long, weird post, and is inspired by this post by @Mot a few weeks ago. I kind of dislike the way that Pico-8's cartridge RAM and Lua RAM exist in different worlds, and how everyone eventually uses huge strings to store data on the Lua side, when they run out of token space. It's fine to do that, and in fact I love that the option exists, but is it really a good default way for people to bypass the Pico-8 limitations? I have an idea I want to float to the community about this.

My proposal is to add two functions to the API, that convert between a Lua table and a cartridge bitstream. Using them to get your token count down would be a pre-publishing task, but it could be automated so that you only have to comment out the table to publish your game:

table = { true, x=15.5, [0]="yes", {"why?"}={"because","lua","supports","this","too"} }
len = luastore(0x0,table

[ [size=16][color=#ffaabb] [ Continue Reading.. ] [/color][/size] ](/bbs/?pid=77321#p)
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Not a bug but a feature request since Zep is still adding features on 0.2.0j. It would be great if the drawing tool would show a preview of the pixel you are about to draw as the cursor moves into the canvas. Here is a gif of what I mean:

This is the default setting in programs like Aseprite. It helps judging the scale and placement of pixels especially when the canvas is blank. I'm so used to it from Aseprite and I really miss this when I jump into Pico-8 to touch up things.

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4 comments


Heya, I'm trying to add a scrolling level to my game but finding difficulty implementing it. Got some code (see below) from a kind fellow user but when I put it within the question referring to the fourth level function ( 'if _FOUR() then' in the window 0 code), nothing happened. Is there anything I'm missing?

code:
cam.x = cam.x + time()
camera(cam.x,cam.y)

Cart #hpofidafi-0 | 2020-05-04 | Code ▽ | Embed ▽ | No License

1 comment


Cart #agario-0 | 2020-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

1 comment


Cart #ninjarun158-0 | 2020-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Cart #glider-3 | 2020-05-28 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
3

How far can you get? Press up to give your glider a wind boost but be careful because it will run out!

Made in Limerick, Ireland.

Inspired by a game named Glider that I think was the first game that I ever played, on the old Macintosh Plus.

Let me know how you get on! jamespoolegamescool.com

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6 comments


As an excercise to better understand the music tool I made a "cover" of the song "Surviving" by Namnambulu. I say "cover" with quotation marks because I suppose it's more... uuuh... "inspired by" =)

[sfx]

Edit: The sound quality in the web player in Chrome is really bad for me. Either try another browser, or click that little "sfx" link under the player to copy the song into pico8 itself.

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Forgive me, I'm new here.

Cart #rinodirodi-0 | 2020-05-28 | Code ▽ | Embed ▽ | No License
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1 comment


Cart #gulliver-1 | 2020-02-05 | Code ▽ | Embed ▽ | No License
4

Definitely a work in progress. Took a break after days of trying to figure out basic functions, so there's currently no way to progress through the game. Eventually Gulliver will need to eat enough trash to be heavy enough to drop through a hole at the end of each level so he can move to the next.

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